refactor and chat base

This commit is contained in:
2023-04-22 12:42:02 +02:00
parent 2c7e7303bc
commit e4769d4b99
11 changed files with 231 additions and 144 deletions

22
Room/Chat/Chat.cs Normal file
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using System.Net.WebSockets;
using System.Text.Json;
using MauMau_Server.Websockets;
namespace MauMau_Server.Mau;
public class Chat
{
private readonly Room _room;
public Chat(Room room)
{
_room = room;
}
public void SendChatMessage(string connectionId, string message)
{
var chatMessage = new ChatOutput(connectionId, message);
var formattedMessage = new MessageDTO("CHAT", JsonSerializer.Serialize(chatMessage));
WebsocketManager.BroadcastAsync(_room.GetWebsockets(), JsonSerializer.Serialize(formattedMessage));
}
}

18
Room/Chat/ChatOutput.cs Normal file
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namespace MauMau_Server.Mau;
public class ChatOutput
{
public string Playername { get; set; }
public string Message { get; set; }
public ChatOutput(string playername, string message)
{
Playername = playername;
Message = message;
}
public ChatOutput()
{
}
}

18
Room/MessageDTO.cs Normal file
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namespace MauMau_Server.Mau;
public class MessageDTO
{
public string Type { get; set; }
public string Payload { get; set; }
public MessageDTO(string type, string payload)
{
Type = type;
Payload = payload;
}
public MessageDTO()
{
}
}

125
Room/Room.cs Normal file
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using System.Collections;
using System.Net.WebSockets;
using System.Text;
using System.Text.Json;
using MauMau_Server.Mau;
namespace MauMau_Server.Websockets;
public class Room
{
private readonly IRoomManager _roomManager;
private readonly string _roomId;
private readonly List<ConnectionInstance> _connections = new();
private ConnectionInstance _host;
private readonly Chat _chat;
private readonly Game _game = new();
public Room(IRoomManager roomManager, string roomId)
{
_roomManager = roomManager;
_chat = new Chat(this);
_roomId = roomId;
}
public async Task InstantiateConnection(WebSocket socket)
{
var connection = AddConnection(socket);
if (IsEmpty()) _host = connection;
_game.AddPlayerToGame(connection);
await HandleConnection(connection.Socket, connection.ConnectionId);
}
private async Task HandleConnection(WebSocket webSocket, string connectionId)
{
BroadcastGameState();
var buffer = EmptyBuffer();
var result = await ReceiveAsync(webSocket, buffer);
while (!result.CloseStatus.HasValue)
{
var slicedBuffer = buffer[0..result.Count];
Console.WriteLine(Encoding.UTF8.GetString(slicedBuffer));
var message = JsonSerializer.Deserialize<MessageDTO>(slicedBuffer);
switch (message.Type)
{
case "GAME":
{
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
_game.HandleAction(connectionId, gameInput);
break;
}
case "CHAT":
{
_chat.SendChatMessage(connectionId, message.Payload);
break;
}
}
BroadcastGameState();
buffer = EmptyBuffer();
result = await ReceiveAsync(webSocket, buffer);
}
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription,
CancellationToken.None);
HandleDisconnect(connectionId);
}
private ConnectionInstance AddConnection(WebSocket socket)
{
var connectionId = Guid.NewGuid().ToString();
var connection = new ConnectionInstance(connectionId, socket);
_connections.Add(connection);
return connection;
}
public void RemoveConnection(string socketId)
{
_connections.RemoveAll(connection => connection.ConnectionId == socketId);
}
private static async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
{
var arraySegment = new ArraySegment<byte>(buffer);
var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
return result;
}
private void BroadcastGameState()
{
foreach (var connection in _connections)
{
var gameState = new GameState(_game, connection.ConnectionId);
var message = new MessageDTO("GAME", JsonSerializer.Serialize(gameState));
WebsocketManager.SendAsync(connection.Socket, JsonSerializer.Serialize(message));
}
}
private void HandleDisconnect(string socketId)
{
RemoveConnection(socketId);
_game.RemovePlayer(socketId);
if (IsEmpty())
{
_roomManager.RemoveRoom(_roomId);
}
else if (socketId == _host.ConnectionId)
{
_host = _connections.First();
}
}
public List<WebSocket> GetWebsockets()
{
return _connections.Select(connection => connection.Socket).ToList();
}
private static byte[] EmptyBuffer()
{
return new byte[4096];
}
public bool IsEmpty()
{
return _connections.Count == 0;
}
}

43
Room/RoomManager.cs Normal file
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namespace MauMau_Server.Websockets;
public class RoomManager : IRoomManager
{
private static readonly Dictionary<string, Room> Rooms = new();
public string CreateRoom()
{
var roomId = Guid.NewGuid().ToString();
var room = new Room(this, roomId);
Rooms.Add(roomId, room);
return roomId;
}
public Room GetRoom(string roomId)
{
return Rooms[roomId];
}
public List<string> GetAllRooms()
{
return Rooms.Keys.ToList();
}
public void RemoveRoom(string roomId)
{
Rooms.Remove(roomId);
}
public bool RoomExists(string roomId)
{
return Rooms.ContainsKey(roomId);
}
}
public interface IRoomManager
{
public string CreateRoom();
public Room GetRoom(string roomId);
public List<string> GetAllRooms();
public void RemoveRoom(string roomId);
public bool RoomExists(string roomId);
}